{"baseVals":{"rating":5,"gammaadj":1.9,"echo_zoom":1.169,"wave_mode":1,"additivewave":1,"wave_brighten":0,"wrap":0,"wave_a":1.008,"wave_scale":1.002,"wave_smoothing":0,"wave_mystery":0.5,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpscale":1.331,"zoomexp":0.9999,"zoom":0.99951,"warp":0.01,"wave_r":0.65,"wave_g":0.65,"wave_b":0.65,"ob_size":0.03,"ob_r":0.05,"ob_g":0.04,"ob_b":0.03,"ob_a":1,"ib_size":0.04,"ib_r":0.8,"ib_g":0.8,"ib_b":0.8,"ib_a":1,"mv_x":64,"mv_y":48,"mv_l":5,"mv_a":0.5},"shapes":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.tic=0;a.slide=0;a.toc=0;a.vt=0;a.q6=0;a.bt=0;a.q1=0;a.q5=0;a.mid_avg=0;a.dis=0;a.tt=0;a.my=0;a.tin=0;a.bass_avg=0;a.vav=0;a.q4=0;a.a=0;a.zm=0;a.mt=0;a.q1sgn=0;a.b=0;a.ra=0;a.tm=0;a.mx=0;a.treb_avg=0;a.sp=0;a.q2=0;a.q3=0;a.rmod=0;a.q7=0;a.rb=0;a.q8=0;","frame_eqs_str":"a.warp=0;a.q1=Math.sin(a.time);a.q1sgn=sign(a.q1);a.q1=Math.abs(a.q1);a.q1=pow(a.q1,6);a.q1*=a.q1sgn;a.q1=.4*a.q1+.5;a.q2=.5+.1*Math.sin(.548*a.time);a.tic=Math.min(a.time-a.tin,.1);a.tin=a.time;a.ra=1;a.treb_avg=a.tic*(a.treb_avg*(div(1,a.tic)-a.ra)+a.ra*a.treb);a.mid_avg=a.tic*(a.mid_avg*(div(1,a.tic)-a.ra)+a.ra*a.mid);a.bass_avg=a.tic*(a.bass_avg*(div(1,a.tic)-a.ra)+a.ra*a.bass);a.rb=1;a.vav=a.tic*(a.vav*(div(1,a.tic)-a.rb)+a.rb*(a.bass+a.treb+a.mid)*.33333);a.tt+=a.tic*\na.treb_avg;a.mt+=a.tic*a.mid_avg;a.bt+=a.tic*a.bass_avg;a.vt+=a.tic*(a.treb_avg+a.mid_avg+a.bass_avg)*.33333;a.sp=.1*Math.abs(a.vav-a.slide);a.slide=(.00001<Math.abs(above(a.slide,a.vav))?a.slide-a.tic*a.sp:a.slide+a.tic*a.sp)+(1-a.toc)*a.vav;a.toc=1;a.q3=.3333*(a.treb+a.bass+a.mid);a.q3=a.q3*a.q3*.5+.1;a.q4=a.mt;a.q5=a.bt;a.cx=a.q1;a.cy=a.q2;a.rmod=.01*(.5*(a.treb_avg+a.mid_avg)-.5*a.bass_avg);a.rmod=.14*pow(div(a.rmod,.02),2);a.rmod=Math.min(.001,Math.max(a.rmod,-.001));a.rmod*=pow(1.1*Math.sin(a.time),\n2);a.rot=.8*pow(div(a.rmod,.02),2);a.q6=a.rmod;a.q7=a.slide-below(a.q3,.5)*(6+2*Math.sin(24*a.time))*pow(Math.min(1,2*(.5-a.q3)),5);a.q8=.00001<Math.abs(above(Math.sin(.5*a.time),0))?-1:1;a.ib_size=.05-.01*a.bass;","pixel_eqs_str":"a.tm=div(a.time,a.rad);a.a=a.q1;a.b=a.q2;a.mx=a.x-a.a;a.my=a.y-a.b;a.zm=-.45;a.zm=.00001<Math.abs(above(Math.sin(2.1*a.time),.95))?.45:a.zm;a.dis=.70710678*pow(a.mx*a.mx+a.my*a.my,.5);a.rot*=1-a.dis;a.rot=20*a.rot*a.q8;a.dx=a.zm*a.mx*a.dis*Math.cos(3.14*a.my)*a.q3;a.dy=a.zm*a.my*a.dis*Math.cos(3.14*a.mx)*a.q3;","warp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2.x = (((\n    ((texture (sampler_blur2, (uv + vec2(0.024, 0.0))).xyz * scale2) + bias2)\n   - \n    ((texture (sampler_blur2, (uv - vec2(0.024, 0.0))).xyz * scale2) + bias2)\n  ).y * 1280.0) * texsize.z);\n  tmpvar_2.y = (((\n    ((texture (sampler_blur2, (uv + vec2(0.0, 0.024))).xyz * scale2) + bias2)\n   - \n    ((texture (sampler_blur2, (uv - vec2(0.0, 0.024))).xyz * scale2) + bias2)\n  ).y * 1024.0) * texsize.w);\n  vec2 tmpvar_3;\n  tmpvar_3 = (uv - (tmpvar_2 * 0.05));\n  ret_1.y = texture (sampler_fc_main, (tmpvar_3 - floor(tmpvar_3))).y;\n  ret_1.y = (ret_1.y + ((\n    ((ret_1.y - ((texture (sampler_blur1, \n      (tmpvar_3 - floor(tmpvar_3))\n    ).xyz * scale1) + bias1).y) - 0.1)\n   * 0.1) + 0.02));\n  ret_1.z = (((texture (sampler_main, uv_orig).y - ret_1.y) * 2.0) + 0.5);\n  vec2 tmpvar_4;\n  tmpvar_4.x = (((\n    ((texture (sampler_blur2, (uv + vec2(0.01, 0.0))).xyz * scale2) + bias2)\n   - \n    ((texture (sampler_blur2, (uv - vec2(0.01, 0.0))).xyz * scale2) + bias2)\n  ).x * 1280.0) * texsize.z);\n  tmpvar_4.y = (((\n    ((texture (sampler_blur2, (uv + vec2(0.0, 0.01))).xyz * scale2) + bias2)\n   - \n    ((texture (sampler_blur2, (uv - vec2(0.0, 0.01))).xyz * scale2) + bias2)\n  ).x * 1024.0) * texsize.w);\n  ret_1.x = texture (sampler_fw_main, (uv + (tmpvar_4 * 0.01))).x;\n  ret_1.x = (ret_1.x + ((\n    (ret_1.x - ((texture (sampler_blur3, uv).xyz * scale3) + bias3).x)\n   - 0.02) * 0.5));\n  vec4 tmpvar_5;\n  tmpvar_5.w = 1.0;\n  tmpvar_5.xyz = ret_1;\n  ret = tmpvar_5.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  vec4 tmpvar_2;\n  tmpvar_2 = texture (sampler_main, uv);\n  ret_1 = (mix (mix (vec3(0.0, 0.0, 0.1), vec3(0.0, 1.0, 0.0), vec3(\n    ((tmpvar_2.y * 1.4) - 0.5)\n  )), mix (vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 1.0), tmpvar_2.yyy), vec3((\n    (1.0 - tmpvar_2.x)\n   - tmpvar_2.z))) * (1.0 - (\n    ((texture (sampler_blur1, uv).xyz * scale1) + bias1)\n  .z * 1.2)));\n  ret_1 = (ret_1 + (mix (\n    mix (vec3(1.0, 0.6, -0.5), vec3(0.2, -0.2, 0.4), vec3((1.0 - tmpvar_2.x)))\n  , vec3(-1.0, 0.0, 1.5), tmpvar_2.yyy) * tmpvar_2.z));\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = ret_1;\n  ret = tmpvar_3.xyz;\n }"}